Update 02-04-20
Update 02-14-20The first Linux patch. I also did some work on the 64-bit Mac patch. Notable changes (for Linux and Mac) since the previous version include:
Added splash screen support
Runtime errors now appear in a message box as well as the log file
The mac 64-bit version is now a true Application Bundle
Fixed various garbage collection problems
Implemented dynamic font scaling
Update 02-17-20Updated the binaries for Linux & macOS 64-bit. Changes since last time include:
Fixed face zoom level in player mesh view
Fixed a bug that caused players to get stuck on the "Connecting" screen
Fixed two bugs that could cause Linux servers to crash on map switches
Regenerated and improved font textures
Added new game menu options to control in-game font scaling
Added a -sethomedir= command line option to override the default preferences directory on Linux and macOS.
Made the "preferences" console command print an error message on Linux and macOS.
Update 02-18-20New Linux build available. Changes since the Feb 14 build include:
Linux clients can now once again join NPLoader v1.8b servers without crashing
Improved error reporting
Fixed a serious performance bug that severely impacted Nexgen
Fixed a potential crash bug
Update 02-29-20New Linux and Mac packages available. Changes since last time include:
Fixed another bug that could crash servers during map switches
The Linux and macOS clients can now play on ACE servers
uz decompression failures will now get reported to the client without crashing the game
Download redirection now works on macOS
Update 03-07-20Updated Linux binaries available. Changes since the Feb 18 build:
Lifted the 200 fps limit
Fixed a performance problem in games that spawn lots of Actors (e.g., MonsterHunt)
(Partially?) fixed a problem where players would slide down sloped surfaces
Fixed a (rare) ALAudio crash
Added support for multiple uz redirect servers
Update 03-21-20Updated the Linux binaries. This release should fix the lighting issues at high frame rates.
Update 03-30-20Updated macOS and Linux patches available. Lots of changes this time. The major ones include:
Fixed the bug that caused the "Failed import for Editor.Transbuffer" errors.
Fixed a crash bug in the code that handled "Accessed Nones".
Remastered the UMenu button textures.
Adjusted lots of text positions in the game menu.
Added scrollwheel support to the in-game windowing system.
Fixed selection problems in the UBrowser grid.
Fixed incorrect default paths for StatLog files.
Fixed a potential deadlock in the HTTP Downloader.
Added a global progress indicator to the package downloader.
Added clipboard paste support to the quick console.
The Windows patch will follow shortly.
Update 03-31-20Updated the patches. Changes include:
Fixed a texture corruption problem in XOpenGLDrv (this was visible in CityIntro)
Fixed D3D9Drv and OpenGLDrv crashing on oversized textures when UseS3TC is set to False
Fixed scroll wheel events not being delivered to the in-game menu when using Raw Input or DirectInput
Added experimental backward compatible demo recording. Demos recorded by v469 clients can now be played back by v436 clients.
Fixed several long-standing movement bugs in PlayerPawn. Movement should be much smoother now on servers that do not use UTPure or certain versions of NewNet. Mods that use custom PlayerPawn classes should integrate our fixes too (please send me a PM for instructions).
Fixed poor rendering quality of in-game fonts with XOpenGLDrv.
Improved XOpenGLDrv gouraud polygon rendering performance.
Made ucc-bin and ut-bin print out the full paths of the system and user ini upon startup.
Fixed several crash bugs.
Fixed certain crash messages not appearing on Windows.
Improved performance of the UnrealEd group browser.
Fixed selection bugs in several Window.dll widgets.
Increased maximum texture size for D3DDrv from 256x256 to 2048x2048.
Fixed UnrealEd texture replace dialog not reopening after closing it.
Update 04-04-20Updated the Windows patch with a couple of new fixes:
The game now properly minimizes when showing a crash message to people that use raw input
The game now properly resets the raw input state after a crash
Raw input is now disabled in UnrealEd
The mouse cursor no longer gets stuck after alt-tabbing for people who use raw input
Fixed a potential crash in ULevel::SpawnActor (affects servers only)
Update 04-05-20New binaries available for all platforms. Changes since the March 31st builds:
Fixed an issue that made ACE unable to save its settings.
Fixed an issue that made it impossible to bind the mousewheel up and down buttons through the in-game options menu.
Fixed an issue that caused crashes while recording demos on servers running ACE v1.1e or later.
You can now see your audio driver in the in-game menu and change it using the change button.
Fixed a garbage collector crash caused by certain actor channels not properly removing references they held to their actors. This especially affected games where lots of Effects spawned (e.g., MonsterHunt).
Fixed an issue that caused actor channels to remain open even after their actor had died. Players with high packet loss or low netspeeds were most likely to see this problem.
Fixed an issue that caused the game to crash while recording a demo on a server that had just crashed.
Regenerated the font textures using Windows' GDI font rendering engine.
Fixed a rendering problem in UWindow that could cause text to overlap when using GUI scaling.
Fixed a problem that made it impossible to open URLs with digits in the protocol name (e.g., ts3server://my.tsserver.com)
Fixed a problem that caused the macOS client to crash while rendering skeletal meshes.
Added experimental shader brightness and gamma control to OpenGLDrv. This feature is currently disabled by default but can be enabled and controlled using the following settings (all of which need to be added under [OpenGLDrv.OpenGLRenderDevice] in UT.ini):
+ UseFragmentProgram: set this to true to enable shader brightness control.
+ UseShaderGamma: set this to true to enable shader gamma control (NOTE: this only works if UseFragmentProgram is also set to true)
+ ShaderGammaCorrectHUD: set this to false to apply gamma correction only to the game world and not to the HUD.
Fixed an issue that caused OpenGLDrv not to render selected actors in UnrealEd
Cursor input now supports mouse buttons 4 and 5. DirectInput and Raw Input support mouse buttons 4, 5, 6, and 7.
You no longer hear a fall sound when opening the menu for the first time.
Update 04-16-20Windows build updated. This should fix the stuttering problem when using ALAudio.
Update 04-18-20New builds are now available for Windows, Linux, and Mac. Changes since April 5 include:
Fixed font rendering with SoftDrv
Fixed clipping issues with D3DDrv
Updated XOpenGLDrv to the latest 227 version
Enabled bindless texture support for XOpenGLDrv
Fixed an issue that caused certain meshes to render in pitch black with XOpenGLDrv
Fixed an issue that caused rendering corruption when using XOpenGLDrv in multiple UEd viewports
Substantially improved the movement synchronization code (especially at high client framerates) - thanks Higor!
Fixed a deadlock when using the seekto command in demo manager
Fixed a problem that prevented players from joining XC_Engine servers after playing a demo
Fixed a problem that made flying boulders flicker on 436-451 servers
Made Skaarj teams playable after beating the game
Restored compatibility with D3D10Drv
Changed default audio device to Cluster
Added Cluster to the Linux and Mac clients
Recompiled OpenAL32.dll so it no longer depends on version 140 of the MS VC Runtime libraries
Fixed several bugs in OpenGLDrv's new shader gamma and brightness control
Included demo manager in the Linux and Mac builds (you still need to change DemoRecordingDevice to udemo.uDemoDriver under [Engine.Engine] in UT.ini to use the playback control features)
Fixed a crash that happened when closing the game during demo playback
Fixed ALT+ENTER not working properly on Linux and Mac
Fixed a bug that caused the game viewport to have incorrect dimensions after resizing the game window on Linux and Mac
Fixed a problem that caused Mac clients to crash on certain NPLoader/ACE servers
Fixed ngStats/UTStats log files dissappearing at the end of the game
Made DynamicLoadObject recursively check the cache folder
Switched to Higor's new actor relevancy loop. This should save bandwidth and fix some priority problems
Improved mouse side button support on Linux and Mac
Silenced falling/dodging/footstep sounds in the entrylevel
Update 05-25-20Updated the macOS build. This should fix the installation problems on macOS 10.13 and below + fix the crash on NPLoader servers.
Update 06-28-20New builds are now available for all platforms.
This is the first Windows build that includes the updated Unreal Editor.
This updated Unreal Editor is based on a merge of the previous
UT 469 UEd and Unreal 227's UEd but has been substantially
improved since the merge. Some of 227's UEd features are (currently)
not supported. These unsupported features include:
Static meshes (UT cannot support these without breaking network compatibility)
Advanced skeletal mesh instance rendering in the mesh browser (we are considering this for a future release)
BSP build cancellation support (might be added in a future release)
OGG export/import support (will probably not be added)
Actor properties export and import support in the level exporters and level factories (might be added in a future release)
Further changes since the April 18 builds include:
Fixed a bug that caused owned actors not to tick
Fixed several accessed none errors in Botpack
Added several mitigations against fake player exploits
Fixed game crashes at extremely high resolutions (such as 8K)
Fixed a bug that caused the texture browser scrollbar to reset when scrolling through a long list of textures
Rewrote all UnrealEd renderer switching code from scratch. The updated code should be far more reliable than the original code
Added a group selection window that should make it much easier to assign your selected actors to groups
Added group locking support to the group browser
Fixed the incorrect scrolling animations in the preferences window (the list appeared to scroll in the opposite direction when using your mouse wheel to scroll)
Fixed desktop gamma not resetting when closing the game using the QUIT or EXIT commands
Overhauled the texture browser rendering code and eliminated all label clipping issues
Added a real-time preview button to the texture browser so you can now see scripted textures animate in real time
Fixed a bug that caused heavy stuttering when flying around the level in spectator or warmup mode
Overhauled the ALAudio listener positioning code to make audio playback far more accurate
Made multi-column listbox widgets (such as the mesh list) resize their columns based on their contents
Made most of the UnrealEd importers and exporters report failures using message boxes
Made the level save dialogs report failures
Fixed a serious bug that caused some vector properties not to get replicated after they had changed
Fixed a bug that crashed the game when cleaning up struct properties
Made the log window remember its position
Added an option to remove mipmaps from textures in the texture browser
Fixed a bug that caused demo playback to crash if the game server had spammed the recording client with too much actorchannel traffic
Made MoveActor return actor attachments to their original positions if an actor fails an encroachment check with ME_ReturnWhenEncroach.
Merged XC_Engine's UnrealEd ReachSpec rendering code
Fixed a bug that caused admins to start walking after logging out using adminlogout
Merged 227's mouse movement accumulation code, which should eliminate unwanted mouse pixel skipping (especially when zooming)
Fixed jerky movement on v436 servers
Added updated UAudioDevice and URenderDevice interfaces and moved all existing devices to the new interfaces.
Legacy audio and render devices are still supported through a proxy.
Fixed a bug that caused UCC to skip Y/N prompts after pressing enter in a previous prompt.
Changed the MD5 commandlet so it can override existing entries
Removed the old audio downsampling code which was meant to be used on systems with less than 16Mb of RAM.
Fixed a crash when watching a demo recorded on a server with UTDC v1.8.
Added a workaround for the player skating bug that triggers when installing unconformed high-resolution textures
Added a menu option to disable the translocator's fire+alt-fire automatic weapon switching feature.
Added the Engine.GameInfo.NoLockdown option which can control the lockdown behavior for pulsegun and minigun hits.
Fixed a crash that occured when loading a scripted texture without serialized mipmaps.
Fixed UnrealEd zooming issues when using UTGLR renderers in orthographic viewports.
Fixed a bug that caused UnrealEd to close without showing a messagebox after encountering a fatal error.
Made it possible for UnrealEd to temporarily go over the BSP node limit (e.g., during rebuilds).
Maps that still have over 65536 BSP nodes after optimization cannot be saved, however, as these maps would crash 432-451 clients.
UnrealEd will display a messagebox when attempting to save such a map.
Fixed a bug that caused Cluster not to load on Linux systems.
Recompiled ALAudio's third-party dependencies to (hopefully) support Mac OS X versions down to 10.9.
Fixed a bug that caused players not to disconnect from servers when using the QUIT or EXIT commands.
Fixed a bug that caused the garbage collector to crash during map switches.
Added an interface that allows mutators to override pause requests.
Fixed a bug that caused the Linux server to corrupt your config file if it had non-ascii characters in it.
Fixed a crash on DM-CliffyB4
Fixed server startup problems on Windows Server 2003.
Added an "In Use Only" button to the texture browser
Added delete button support to the sound, texture, and music browsers
Improved UEd feedback when a texture/sound/mesh/music delete operation failed
Fixed actor icons going invisible when using D3D7Drv in UEd viewports
Fixed a bug that caused UEd to crash after collapsing/merging vertices in vertex editing mode
Update 06-29-20New builds now available for all platforms. Changes since the May 25 builds include:
Fixed a bug that caused certain demos to play without a HUD or Scoreboard
Fixed a bug that could cause the camera to get stuck when watching a server-side demo or a demo recorded by a 469 client in practice mode
When watching a demo recorded on a server with SmartCTF or SmartDM, you can now type "togglestats" in the console to bring up the SmartCTF/SmartDM scoreboard
On Linux/macOS, the menu buttons that caused the game to restart (e.g., the dedicated button in the Start Multiplayer Game menu) are now disabled
Fixed a bug that caused 436-451 clients to crash when rendering LODMeshes imported by 469
Made UCC fix up broken mesh animation sequences (such as sequences imported with an invalid NUMFRAMES value)
Fixed an XOpenGLDrv crash in CTF-Epicboy
Fixed a bug that caused XOpenGLDrv to crash when rendering scenes with lots of gouraud polygons (e.g., scenes with lots of pulsegun altfire decals)
Fixed a bug that caused dropped weapons to appear at the wrong location
Fixed a bug that could cause carried weapons and flags to become invisible if the carrier had gone out of sight for more than 4.7 seconds but less than 5.3 seconds
Fixed a bug that caused the game to crash when attempting to call a mesh notify function with a non-zero number of parameters
Made UTF-8 the preferred encoding for ini and int files that have no UTF-16LE BOM
Fixed a bug that caused UCC to crash when importing skeletal meshes exported by recent versions of Blender
Fixed a bug that caused players to get stuck in DODGE_Active state. This prevented them from dodging again until they jumped.
Adjusted the sound volume for multiple rockets simultaneously fired by the Eightball/Rocket Launcher
Backported many of Unreal 227's UnrealI/UnrealShare AI fixes and accessed none fixes
Added image import support for various new BMP and PCX encodings
Included EpicCustomModels (Generation 4) and Relics (Generation 9) in the patch
Added a higher-resolution sniper zoom reticle (might not work with all renderers)
Adjusted volume curves for ALAudio
Fixed taunts playing at a much too high volume
Fixed a bug that made players with certain v469 clients unable to move in UTPure warmup mode
Fixed a bug that made UnrealEd automatically import the Editor.BkgndHi texture. This prevented your maps from loading on servers that did not have Editor.u installed.
Fixed a bug that caused brush clip markers not to snap to the grid
Fixed a bug that caused far away actors and level geometry to flicker on macOS
Fixed a bug that could cause stationary players to appear in the wrong position
Update 08-08-20Updated binaries once again to fix a pretty serious physics problem that caused players to start floating when they walked close to walls.
Update 08-25-20New builds are now available for all platforms. These are the changes since the June 29 builds:
Fixed source code in the actor browser getting truncated on older versions of Windows
Fixed "unknown code token" crash after calling an iterator function in a null context
Fixed moving brush tracker crash on movers with bNoDelete set to false
Fixed system files getting stored in the wrong location on Linux and macOS
Fixed fonts getting rendered as black boxes in renderers that are not on the new URenderDevice interface
Adjusted announcer sound volumes and fixed simultaneous playback of announcer sounds
Made CTF event sounds (capture jingles, return sounds) play as interface sounds without attenuation
Fixed a bug in the sound priority calculation algorithm. This was causing certain important sounds (e.g., the CTF flag taken alarm) not to play
Fixed owned sounds playing at much too high volumes in ALAudio
Revamped OpenGLDrv texture program brightness and gamma control
Fixed UnrealEd texture and mesh browsers not saving their configuration
Fixed UnrealEd not opening in Wine 5.0
Fixed missing eightball sounds in OldSkool
Fixed Stinger repeated fire sound cutting out in OldSkool
Made position and velocity adjustment after walking sideways into a sloped brush position framerate independent (this fix will only work on 469 servers running the new build or later)
Adjusted PHYS_Falling wall collision algorithm to substantially reduce the chance of getting stuck in walls or slopes when playing at high framerates (this fix will only work on 469 servers running the new build or later)
Fixed several UWindow rendering glitches
Added ucc make verification code to warn about packages that will not work for v436 clients
The MD5 verification code is now disabled by default. To enable, set MD5Enable to True under [Engine.GameEngine]
The MD5 checker can now automatically download updates for the Packages.md5 file. To enable this functionality, set MD5AutoUpdate to True under [Engine.GameEngine]
The default update server is our public GitHub repository: https://www.github.com/OldUnreal/UnrealTournamentMD5
To use your own auto update server, point the MD5UpdateURL under [Engine.GameEngine] to your own web server. Make sure you use the same folder structure as our github repo
Fixed a bug that broke singular functions for static actors
Fixed a problem that caused interface sounds to play at extremely high volumes in Cluster
Made a change that ensures all pawns get properly unlinked from the Level.PawnList when they get destroyed
Fixed UEd crash when deleting zones
Fixed sounds stopping early in Galaxy
Fixed 2d shape editor not showing the correct file name after saving the file under a new name
The 2d shape editor no longer selects all vertices in the default square
The 2d shape editor no longer asks you if you want to save if you haven't changed anything
UnrealEd now exports string and name properties correctly when you copy an actor
Added a surface popup menu option to make the selected surface's texture the current texture
Fixed TriggeredDeath not killing non-player pawns
UnrealScript object references can now have tilde (~) characters or digits in them, but not as the first character.
In other words, T=Texture'GenFX.LensFlar.flarel~6'; is now a valid statement, but T=Texture'GenFX.LensFlar.1'; is not.
Update 08-26-20Updated binaries now available. Changes since last time:
Fixed TriggeredDeath not killing non-player pawns
Added VSync control to the in-game menu
Fixed invisible masked textures in OpenGLDrv
Fixed PHYS_Spider actors vanishing from the world due to "moving without proper hashing"
Fixed Bloblets getting stuck after killing their target
Fixed UEd crashing after editing an actor's group list through the preferences window
Fixed accessed none warnings in Pawn.SendVoiceMessage
Added LOG= and ABSLOG= support to UEd
Made sound announcers invisible on the SmartCTF scoreboard
Fixed another bug that crashed UEd after deleting a zone
Partially reverted an earlier parser change. Tilde characters (~) can no longer be used in name tokens. These characters will, however, work in DynamicLoadObject calls or in exec directives.
Fixed UEd command bar executing commands even when the user does not press enter
Fixed UEd current texture in the texture browser not changing after selecting a new current texture in an editor viewport or after executing a POLY command.
Fixed delayed voice messages not playing at all.
The sound announcers no longer appear in the level pawnlist
Fixed a texture conversion bug in OpenGLDrv
Fixed inconsistent sound volumes in Galaxy
Fixed missing sounds in Galaxy
File encoding changes: UTF-8 encoded files now require a BOM. If they do not have a BOM, UT interprets them as regular ANSI files
Removed MD5Require from the web admin
Updated the Windows patch to fix the galaxy ambient sound issue.
I will keep adding build changes as they come.